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Sunday, February 5, 2017

Changes to SCRAWL

Hello all! I've been making some changes to the SCRAWL rulebook to improve your experience of it. Here are the changes.

3 Fate points for starting characters: At first, I expected fate
points to be rare and only used in high consequence sitations, such as
to avoid a killing blow. However, I now realise that the worst
consequence of most Fate rolls is losing 1 Vitality point, which is big,
but not necessarily death. Also, there are tons of fate rolls and it's
no fun to not have the option of changing them if you are saving 1 Fate
point. So people get more Fate points and Fate points will be easier to
gain.

Tricksters don't have ranged combat, but they do
have more Fate points and gain more than other people: I want to make
each class have its own unique feel. Tricksters already had a few skills
that other clases didn't, but I saw this as a way to make them stand
out more. As a trade, I took their ranged combat away. Tricksters now
seem more like Dungeon Crawl Classics thieves, who can use luck more.
The idea of being better at ranged combat came from the Diablo rogue.

Luckstone
replaces smoke bombs: Now that Fate points are easier to get, I made
gaining one only cost 25gp. Also, I decided smoke bombs were a bit
narrow, so got rid of them.

Potions of Will are now alchemical items: I wanted the cost and power
level of alchemical items to be equal. Restoring 1 point of Will is
worth a lot less than the other items, especially as Will seems like a
dump stat for non magic users, so I put the potion of Will as an
alchemical item.

You can train to get 1xp for 100gp:
Since xp can be spent easily, you have a way to buy xp. I made it 100gp
so that it is expensive enough to not be a first choice. I only want
this to be an option for people who have way too much money.

Will
increase is 12xp and Vitality increase is 24xp: I want to make these
higher because there will be lots of xp flying around and I want to make
these increases relatively rare. After all, the biggest monsters only
have 7 Vitality.

Amulet/ring of luck can
only cast bless 1/day instead of a free reroll for all Fate rolls: I
realised when this was obscene when calculating the price of an art
object was a separate fate roll. That means you get 2 fate rolls and
pick the best. Since the price only stops when you roll a 1, you only
stop when you roll 2 1s, which has a 1/36 chance. Then you make a x fate
rolls for each die you rolled. That was obscene. So now it is on the
same power level of an item of treasure of that level - 1 free spell per
day.